Tuesday, 1 November 2011

ConQuest Update - "Smart" Enemies



Or at least enemies which have two states. In their inactive state, they roam around on their own. When the player comes within a certain range of them, they activate and start to chase the player.
Big thanks to Chad Sexington (sic) of neoseeker’s RPG Maker XP forums for help with this. I should really be making a better effort to learn how to program this stuff myself, but his assistance was really great. 
Since this was scripted using RPGMaker's event system, I may need to take this out and replace with a script later. Reason being, with too many parallel processes going on at once I may get lag in the game. I'll wait and see.

Now that this is pretty much out of the way, what’s next?
Battle systems, I think. I’m going to start looking into them this Thursday after my exams - preferably a system which involves less bashing of the button to go through menus and select the same attack every time.
I’ve bookmarked another site/forum to help me with this stuff, but I’d really like to be able to customise this a little bit. Which is a big ask because I am terrible at programming/scripting. But I’ll try anyway!

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